Demo Data from SIGIR 2026 / reviewers in the wild / expert
Tran Cong Thien Qui
dblp:98/1018
· DBLP profile ↗
4ranked-venue papers
1as first author
0since 2021 · last 2009
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorDatabases, data management, data science and information retrieval · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
3 papers |
Haptics and multimodal interaction · 40% Immersive interaction · 40% Human-robot interaction · 12% | |
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 100% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 7 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
augmented reality interaction |
0.1 | 1 | 2009 | Haptic interaction in augmented reality · ACM Multimedia 2009 |
Haptics and multimodal interaction
haptic interaction |
0.1 | 1 | 2009 | Haptic interaction in augmented reality · ACM Multimedia 2009 |
Computer vision › 3D vision › 3d human reconstruction
human volumetric capture |
0.1 | 1 | 2005 | Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment · IEEE Trans. Vis. Comput. Graph. 2005 |
Computer vision › 3D vision › 3d reconstruction
shape from silhouette |
0.1 | 1 | 2005 | Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment · IEEE Trans. Vis. Comput. Graph. 2005 |
Virtual and augmented reality › augmented reality
augmented reality system |
0.0 | 1 | 2009 | Haptic interaction in augmented reality · ACM Multimedia 2009 |
Virtual and augmented reality
mixed reality |
0.0 | 1 | 2005 | Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment · IEEE Trans. Vis. Comput. Graph. 2005 |
Personal fabrication and tangible interfaces
tangible interaction |
0.0 | 1 | 2005 | Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment · IEEE Trans. Vis. Comput. Graph. 2005 |
Methods — techniques the papers use, named apart from their topics
virtual avatar · 0.2haptic rendering · 0.2multi-camera capture · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2009 | Haptic interaction in augmented realityabstractIn an interactive augmented reality (AR) system, people are, most of the time, immersed in an environment rich of visual and audio feedback. The sense of touch is lacking in most of the AR environment. We present an augmented reality system where people can see life-size virtual human avatar in a real environment, and be able to have a physical haptic interaction with the avatar. Shang Ping Lee, Tran Cong Thien Qui, Shing Chuan Loy, William Russell Pensyl |
ACM Multimedia | 2 |
| 2009 | Tiger training in augmented realityabstract"Tiger Training" explores the relationship between real and virtual worlds via interaction with virtual animals in immersive mixed reality environments. This interactive, participative installation encourages viewers to "train" virtual animals using hand signals and voice commands. Virtual tigers are not easily "trained" requiring learning appropriate ways to coax responsive actions. Tran Cong Thien Qui, Shang Ping Lee, Shing Chuan Loy, William Russell Pensyl |
ACM Multimedia | 1 |
| 2008 | Interactive theatre via mixed reality and Ambient Intelligence
Athanasios V. Vasilakos, Wei Liu 0009, Ta Huynh Duy Nguyen, Tran Cong Thien Qui, Li Cheng Chen, Clara Boj Tovar, Diego J. Díaz, Adrian David Cheok, Georgios N. Marentakis |
Inf. Sci. | 4 |
| 2005 | Real-Time 3D Human Capture System for Mixed-Reality Art and EntertainmentabstractA real-time system for capturing humans in 3D and placing them into a mixed reality environment is presented in this paper. The subject is captured by nine cameras surrounding her. Looking through a head-mounted-display with a camera in front pointing at a marker, the user can see the 3D image of this subject overlaid onto a mixed reality scene. The 3D images of the subject viewed from this viewpoint are constructed using a robust and fast shape-from-silhouette algorithm. The paper also presents several techniques to produce good quality and speed up the whole system. The frame rate of our system is around 25 fps using only standard Intel processor-based personal computers. Besides a remote live 3D conferencing and collaborating system, we also describe an application of the system in art and entertainment, named Magic Land, which is a mixed reality environment where captured avatars of human and 3D computer generated virtual animations can form an interactive story and play with each other. This system demonstrates many technologies in human computer interaction: mixed reality, tangible interaction, and 3D communication. The result of the user study not only emphasizes the benefits, but also addresses some issues of these technologies. Ta Huynh Duy Nguyen, Tran Cong Thien Qui, Ke Xu 0004, Adrian David Cheok, Sze Lee Teo, Zhiying Zhou, Asitha Mallawaarachchi, Shang Ping Lee, Wei Liu 0009, Hui Siang Teo, Le Nam Thang, Yu Li 0024, Hirokazu Kato 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |